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Merge pull request #15999 from peppy/restore-user-volume-muted-notification
Fix the unmute notification potentially overwriting user's volume levels unnecessarily
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commit
35a208a478
@ -251,7 +251,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestMutedNotificationMuteButton()
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{
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addVolumeSteps("mute button", () => volumeOverlay.IsMuted.Value = true, () => !volumeOverlay.IsMuted.Value);
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addVolumeSteps("mute button", () =>
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{
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// Importantly, in the case the volume is muted but the user has a volume level set, it should be retained.
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audioManager.VolumeTrack.Value = 0.5f;
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volumeOverlay.IsMuted.Value = true;
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}, () => !volumeOverlay.IsMuted.Value && audioManager.VolumeTrack.Value == 0.5f);
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}
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/// <remarks>
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@ -468,12 +468,14 @@ namespace osu.Game.Screens.Play
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private int restartCount;
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private const double volume_requirement = 0.05;
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private void showMuteWarningIfNeeded()
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{
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if (!muteWarningShownOnce.Value)
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{
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// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= volume_requirement || audioManager.VolumeTrack.Value <= volume_requirement)
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{
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notificationOverlay?.Post(new MutedNotification());
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muteWarningShownOnce.Value = true;
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@ -487,7 +489,7 @@ namespace osu.Game.Screens.Play
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public MutedNotification()
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{
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Text = "Your music volume is set to 0%! Click here to restore it.";
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Text = "Your game volume is too low to hear anything! Click here to restore it.";
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}
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[BackgroundDependencyLoader]
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@ -501,7 +503,11 @@ namespace osu.Game.Screens.Play
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notificationOverlay.Hide();
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volumeOverlay.IsMuted.Value = false;
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// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
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if (audioManager.Volume.Value <= volume_requirement)
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audioManager.Volume.SetDefault();
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if (audioManager.VolumeTrack.Value <= volume_requirement)
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audioManager.VolumeTrack.SetDefault();
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return true;
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